About them repair times
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- Savanik
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About them repair times
A used Crowbar: Fully repairing this item would take an average person 58 hours.
Buh-wha-huh?
Isn't that almost three years of Cantr time?
Isn't that in relatively good condition?
Everything else I've seen with the new repair times seems much more reasonable, but...
Sav
Buh-wha-huh?
Isn't that almost three years of Cantr time?
Isn't that in relatively good condition?
Everything else I've seen with the new repair times seems much more reasonable, but...
Sav
- Doug R.
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- Agar
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I've found it breaks up the monotony, and leaves the object more available to be used, if you don't repair objects for more than 8 or better 7 hours at a time.
In any case, if you don't want to repair the object for three days, don't let it go for so long, or just be happy you've looted a crowbar.
I'd heard a rumor that items in repair projects are being coded so that they still rot while waiting to be repaired. Does anyone know the truth of that?
In any case, if you don't want to repair the object for three days, don't let it go for so long, or just be happy you've looted a crowbar.
I'd heard a rumor that items in repair projects are being coded so that they still rot while waiting to be repaired. Does anyone know the truth of that?
Reality was never my strong point.
- Jos Elkink
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- Agar
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Jos Elkink wrote:Agar wrote:I'd heard a rumor that items in repair projects are being coded so that they still rot while waiting to be repaired. Does anyone know the truth of that?
I don't know of the top of my head right now what the status of it is, but it's definitely a bug-repair on our to-do list.
Well crap. Can the number of repair projects count as people in the spawning algorythum? There's a few spots with more broken down tools than people to fix them.
Reality was never my strong point.
- Nick
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So during your 60 hour repair project to brand new, your item could degrade to new or used by the time you finish the project.
Great.
Repair and degradation needs to be based on use, not time!
I mean, do you guys seriously know how much most industries put into repair now? Is it really intended for that? Most any of my characters who have a decent warehouse can spend what seems like forever just sitting around getting everyone to repair things.
Great.
Repair and degradation needs to be based on use, not time!
I mean, do you guys seriously know how much most industries put into repair now? Is it really intended for that? Most any of my characters who have a decent warehouse can spend what seems like forever just sitting around getting everyone to repair things.
- Oasis
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- Bowser
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If the idea of item decay was to make sure the world did not fill up with screwdrivers and sabres. I agree that if nothing decayed, then we would have storage rooms full of tools and weapons and people would never have to make new things, they would just use dead people's stuff...
All this does is make anyone that owns a weapon or shield have to stop being productive to fix thier shield that has never been hit. Tedious, anti-productive, repetitive, boring, and not what people play games for.
As a society simulator, I suppose we need to add some repetitive, busy work that we all have to do every week, like laundry or house cleaning... got to add that or else your clothes will walk away.
...and I will survive, no need to tell me not to whine, no need to tell me its not my game or decision, I just don't see the point to increase the hours like that.
Lets spend a long time digging stone, 25,000 grams worth and then start to build a Stone Building. you are trowleing away for 20-some days... but wait, time to stop building and fix my shield.... oh, don't forget my sabre, hammer, trowel, pick axe, screwdriver....
All this does is make anyone that owns a weapon or shield have to stop being productive to fix thier shield that has never been hit. Tedious, anti-productive, repetitive, boring, and not what people play games for.
As a society simulator, I suppose we need to add some repetitive, busy work that we all have to do every week, like laundry or house cleaning... got to add that or else your clothes will walk away.
...and I will survive, no need to tell me not to whine, no need to tell me its not my game or decision, I just don't see the point to increase the hours like that.
Lets spend a long time digging stone, 25,000 grams worth and then start to build a Stone Building. you are trowleing away for 20-some days... but wait, time to stop building and fix my shield.... oh, don't forget my sabre, hammer, trowel, pick axe, screwdriver....
Homer wrote: "Weaseling out of things is important to learn. It's what separates us from the animals ... except the weasel. "
- Racetyme
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The max amount of time anything should take to repair is the time it took to make it. The worse condition a crowbar can be in is a pile of iron, which is what it was built from in the first place, so how can it take 4-5 times as long to repair as to make a new one? It is counter-productive game wise and makes no sense in reality for all you people who think cantr needs to be just like rl.
- T.L.H.E.
- Posts: 131
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Jos Elkink wrote:Agar wrote:I'd heard a rumor that items in repair projects are being coded so that they still rot while waiting to be repaired. Does anyone know the truth of that?
I don't know of the top of my head right now what the status of it is, but it's definitely a bug-repair on our to-do list.
Nooooooooooooo! /vader
I NEED that bug! If and when it does get fixed can we have some notice ahead of time? I need to get 20 something shields out of stasis.
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The Industriallist
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It seems like the 'metal stuff is durable' concept has gone back to it's original manifestation as 'metal stuff lasts a while but is outrageously difficult to maintain'. Seriously, I thought it was an advance that iron shields didn't take as much maintenance as wooden. That certainly looks reversed now...
Also, believe it or not, lethality is not directly related to difficulty of maintenance anywhere I know. Crossbows may be a pain, but a sword isn't that hard to keep in condition, is it?
Also, believe it or not, lethality is not directly related to difficulty of maintenance anywhere I know. Crossbows may be a pain, but a sword isn't that hard to keep in condition, is it?
"If I can be a good crackhead, I can be a good Christian"
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- Chris Johnson
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T.L.H.E. wrote:Jos Elkink wrote:Agar wrote:I'd heard a rumor that items in repair projects are being coded so that they still rot while waiting to be repaired. Does anyone know the truth of that?
I don't know of the top of my head right now what the status of it is, but it's definitely a bug-repair on our to-do list.
Nooooooooooooo! /vader
I NEED that bug! If and when it does get fixed can we have some notice ahead of time? I need to get 20 something shields out of stasis.
We are aware that people should be contacted ahead of implementation, especially as the method used will effect all existing repair projects as well as new ones. We will give at least a weeks notice of this being turned on if not more .
Currently the code hasn't been written yet but it's fairly simple , other pressures mean it has been put on hold ..... for the moment
- Surly
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*sighs*
The day that people realise that no-one will play a game which is so stupidly unbalanced as Cantr is probably the day the world ends...
I thought that maybe the changes in repair rates would make things better. But no... they've just made things even more stupid that before...
And just for reference... I don't even agree with the idea "that we must have item deterioration, otherwise people won't make new things" Is that theory based on some other version of Cantr, in a parallel universe where it is true? It is blatantly not true, and what's more highly detrimental to the game. And if anybody from RD/ProgD want to come on to IRC so I can explain to them why item rot is such a bad idea, I'd welcome that.
Seriously guys... Stop being so pig-headed about this.
The day that people realise that no-one will play a game which is so stupidly unbalanced as Cantr is probably the day the world ends...
I thought that maybe the changes in repair rates would make things better. But no... they've just made things even more stupid that before...
And just for reference... I don't even agree with the idea "that we must have item deterioration, otherwise people won't make new things" Is that theory based on some other version of Cantr, in a parallel universe where it is true? It is blatantly not true, and what's more highly detrimental to the game. And if anybody from RD/ProgD want to come on to IRC so I can explain to them why item rot is such a bad idea, I'd welcome that.
Seriously guys... Stop being so pig-headed about this.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
- Racetyme
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- Surly
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Also...
How exactly do you spend 8 days repairing a crowbar? Not exactly a complex tool.... just a lump of steel. I should never require any kind of repair. Crossbow, yes. Crowbar, no. It is just simple physics... a crossbow is a complicated device. It will therefore need upkeep.
A crowbar is a lump of steel. A big pointy lump of steel. Get my point here?
How exactly do you spend 8 days repairing a crowbar? Not exactly a complex tool.... just a lump of steel. I should never require any kind of repair. Crossbow, yes. Crowbar, no. It is just simple physics... a crossbow is a complicated device. It will therefore need upkeep.
A crowbar is a lump of steel. A big pointy lump of steel. Get my point here?
Last edited by Surly on Thu Oct 13, 2005 10:57 pm, edited 1 time in total.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
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